 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
 
 CBUFFER_START(UnityPerMaterial)
    half _Offset;
    float4 _BaseColor_Tex2_ST;
 
CBUFFER_END


TEXTURE2D(_BaseColor_Tex);SAMPLER(sampler_BaseColor_Tex);
TEXTURE2D(_BaseColor_Tex2);SAMPLER(sampler_BaseColor_Tex2);
struct LchSurfaceData
{
    half3 albedo;
 
    half  metallic;
    half  smoothness;
    half3 normalTS;
    half3 emission;
    half  occlusion;
    half  alpha;
    
};

 


#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
 
half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0))
{
 
    return half3(0.0h, 0.0h, 1.0h);
 
}
            
half3 GetNormalST(float2 uv)
{
 
    return  half3(0,0,1);
 
}

 
inline void InitializeLchSurfaceData(float2 uv,float4 vertexColor, out LchSurfaceData outSurfaceData)
{
    half4 albedoAlpha = SAMPLE_TEXTURE2D( _BaseColor_Tex, sampler_BaseColor_Tex,uv);
    outSurfaceData.alpha = albedoAlpha.a;
    outSurfaceData.albedo = 0;
    outSurfaceData.metallic = 0;
    outSurfaceData.smoothness = 0;
    outSurfaceData.normalTS = GetNormalST(uv);
    outSurfaceData.occlusion = 1.0;
    outSurfaceData.emission = albedoAlpha.rgb;

 
}
half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap))
{
    return half4(SAMPLE_TEXTURE2D(_BaseColor_Tex, sampler_BaseColor_Tex, uv));
}
 